Check for power at a coil and fire it by hand
Steps
- Game on in attract mode, playfield raised; meter on DC volts (100 V range), black probe on the side rail.
- Each coil lug should read about 43 V; each of the three flipper coil lugs should too.
- To fire the coil, clip a lead to the side rail and briefly touch the lug with the unbanded end of the diode. Touching the banded (power) lug to ground will likely blow a fuse (page 22).
- No fire: damaged coil or no power. With power off, a good coil reads about 3 to 15 ohms.
This check is done with the game on; keep fingers off the line-voltage wiring and the high-voltage display circuit.
Systems
Related tips
- Check every coil's resistance before first power-up
- No playfield coils work
- Use the solenoid test to find a coil that does not fire
- No coils work at all
- Solenoids fire out of order in solenoid test
- The wrong coil fires (check the ROMs and the expander)
- Saucer fires at power-on and blows the playfield fuse: wrong coil killed its transistor
- Drop target coil won't fire in test: replace its diode
Source: Repairing Bally Electronic Pinball Games from 1977 to 1985, Part Three, Clay Harrell (pinrepair.com)